Skip to content
Snippets Groups Projects
Commit a0e7b6a9 authored by Tawny Harte's avatar Tawny Harte
Browse files

bugfixes

parent 8931593e
No related branches found
No related tags found
1 merge request!5451.6 anorithil revisions2
......@@ -99,7 +99,7 @@ para_glyph = Trap.new{
return false
end,
triggered = function(self, x, y, who)
if dam > 0 then
if self.dam then
self:project({type="hit", x=x,y=y}, x, y, engine.DamageType.LIGHT, self.dam, {type="light"})
end
if who:canBe("blind") then
......@@ -152,10 +152,10 @@ fatigue_glyph = Trap.new{
return false
end,
triggered = function(self, x, y, who)
if dam > 0 then
if self.dam then
self:project({type="hit", x=x,y=y}, x, y, engine.DamageType.DARKNESS, self.dam, {type="light"})
end
who:setEffect(who.EFF_STARLIGHT_FATIGUE, self.fatigueDur, {dam=fatigueDam, src=self})
who:setEffect(who.EFF_STARLIGHT_FATIGUE, self.fatigueDur, {dam=self.fatigueDam, src=self})
game.level.map:particleEmitter(x, y, 0, "shadow_flash", {radius=0, x=x, y=y})
--divine glyphs buff
if self.summoner:knowTalent(self.summoner.T_DIVINE_GLYPHS) then
......@@ -195,7 +195,6 @@ explosion_glyph = Trap.new{
faction = self.faction,
dam = dam,
dist=dist,
-- agdam = agdam,
desc = function(self)
return ([[Explodes, knocking back and dealing %d light and %d darkness damage.]]):format(engine.interface.ActorTalents.damDesc(self, engine.DamageType.LIGHT, self.dam/2), engine.interface.ActorTalents.damDesc(self, engine.DamageType.DARKNESS, self.dam/2))
end,
......@@ -204,15 +203,15 @@ explosion_glyph = Trap.new{
return false
end,
triggered = function(self, x, y, who)
if dam > 0 then
self:project({type="hit", x=x,y=y}, x, y, engine.DamageType.LIGHT, self.dam/2, {type="light"})
if self.dam then
self:project({type="hit", x=x,y=y}, x, y, engine.DamageType.LIGHT, self.dam/2, {type="light"})
self:project({type="hit", x=x,y=y}, x, y, engine.DamageType.DARKNESS, self.dam/2, {type="light"})
end
if who.canBe("knockback") then
local ox, oy = self.x, self.y
local dir = util.getDir(who.x, who.y, who.old_x, who.old_y)
self.x, self.y = util.coordAddDir(self.x, self.y, dir)
who:knockback(self.x, self.y, dist)
who:knockback(self.x, self.y, self.dist)
self.x, self.y = ox, oy
end
--divine glyphs buff
......@@ -330,7 +329,7 @@ newTalent{
getTriggerDam = function(self, t) return self:combatTalentSpellDamage(t, 20, 200) end,
info = function(self, t)
local dam = t.getTriggerDam(self, t)
return ([[Your glyphs are imbued with celestial fury; they last %d turns longer and when they trigger they will unleash this fury, dealing damage.
return ([[Your glyphs are imbued with celestial fury; they last %d turns longer and when triggered they will deal damage.
Glyph of Sunlight: Deals %d light damage.
Glyph of Starlight: Deals %d darkness damage.
Glyph of Twilight: Deals %d light and %d darkness damage.]]):format(t.getPersistentDuration(self, t), damDesc(self, DamageType.LIGHT, dam), damDesc(self, DamageType.DARKNESS, dam), damDesc(self, DamageType.LIGHT, dam/2), damDesc(self, DamageType.DARKNESS, dam/2))
......
......@@ -1402,7 +1402,7 @@ newEffect{
self:effectTemporaryValue(eff, "damage_affinity", {[DamageType.LIGHT]=power, [DamageType.DARKNESS]=power})
self:effectTemporaryValue(eff, "resists", {[DamageType.LIGHT]=power, [DamageType.DARKNESS]=power})
end,
on_merge = function(self, eff)
on_merge = function(self, old_eff, new_eff)
old_eff.glyphstacks = old_eff.glyphstacks + 1
old_eff.dur = new_eff.dur
return old_eff
......@@ -1413,20 +1413,12 @@ newEffect{
name = "STARLIGHT_FATIGUE", image = "talents/glyph_of_fatigue.png",
desc = "Fatiguing Starlight",
long_desc = function(self, eff)
return ("Inflicted with a fatiguing starlight, taking %d darkness damage and increasing the cooldown of a cooling-down talent by 1 whenever they act"):format(eff.src:damDesc("DARKNESS", eff.dam))
return ("Inflicted with a fatiguing starlight, taking %d darkness damage and increasing the cooldown of a cooling-down talent by 1 whenever they act"):format(eff.src.summoner:damDesc(DamageType.DARKNESS, eff.dam))
end,
type = "magical",
subtype = {darkness = true},
status = "detrimental",
paramters = {},
activate = function(self, t)
if core.shader.active() then
eff.particles = self:addParticles(Particles.new("shader_ring_rotating", 1, {rotation=0.1, a=0.6, radius=0.8, img="darkest_light"}))
end
end,
deactivate = function(self, t)
if eff.particles then self:removeParticles(eff.particles) end
end,
callbackOnActEnd = function(self, t)
DamageType:get(DamageType.DARKNESS).projector(eff.src, self.x, self.y, DamageType.DARKNESS, eff.dam)
local tids = {}
......@@ -1459,7 +1451,7 @@ newEffect{
name = "DARKLIGHT", image = "talents/darkest_light.png",
desc = "Shrouded in Darklight",
long_desc = function(self, eff)
return ("%d%% of the targets damage is being split between light and darkness and they are taking %d light and %d darkness damage each turn."):format(eff.conversion * 100, eff.src:damDesc("LIGHT", eff.dotDam), eff.src:damDesc("DARKNESS", eff.dotDam))
return ("%d%% of the targets damage is being split between light and darkness and they are taking %d light and %d darkness damage each turn."):format(eff.conversion * 100, eff.src:damDesc(DamageType.LIGHT, eff.dotDam), eff.src:damDesc(DamageType.DARKNESS, eff.dotDam))
end,
type = "magical",
subtype = {light=true, darkness=true},
......
0% Loading or .
You are about to add 0 people to the discussion. Proceed with caution.
Finish editing this message first!
Please register or to comment